World War II Online is a Massively Multiplayer Online First Person Shooter based in Western Europe between 1939 and 1943. Through land, sea, and air combat using a ultra-realistic game engine, combined with a strategic layer, in the largest game world ever created - We offer the best WWII simulation experience around.

Obviously and probably most importantly, actual WW2 Online instead of 18 years of the battle of the low countries/NE France. I recognize this is a long term dream and not even really feasible with current population, but the hope of this is what keeps me around after all these years.

Obviously and probably most importantly, actual WW2 Online instead of 18 years of the battle of the low countries/NE France. I recognize this is a long term dream and not even really feasible with current population, but the hope of this is what keeps me around after all these years.

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You already have server population on Webmap, or on the battleground tools and wiretap.

Persona Lock when you logon is also in effect to show population.

What's there not to understand? People want to know how many people are playing and during which times - not worth the trouble of setting up and loading up just for nothing to be going on. Or, a quick check showing strong population gives incentive to hop in on the fly. This goes for all games...

- Please remove the laughable infantry default standing pose (the so-called "ready" pose), where their bodies are straight but knees are slightly bent (an anatomically implausible position that looks really, really dumb). Just have the infantry standing like normal freaking human beings like in every other damn game.

- The perfectly stabilized, non-moving view when jogging or running as inf is uncanny valley crap; it stands out like a sore thumb if you come to this immediately after playing any other modern FPS in existence. Add at least *some* head bob.

- Speaking of which: First-person camera should move down when crouch-running (currently it doesn't; I guess this is a bug). Also, make crouch-run *much* faster (more realistic, keeping in line with other games like PS).

- Best of all, eliminate missions and mission-based spawning. Replace "missions" with "sections" (or "fire teams" or whatever); the mission leader is now the section leader, and there is a cap on people per section; maybe 8-10. Each section will also have weapon/role restrictions (e.g. no more than 1x LMG per section). Section leader has the current HC persona's FRU ability (but no rifle restriction, and ONLY his section can spawn there). The section leader can also kick players out of his section if he chooses.

- Area-based capture (that is, NOT the stupidly ancient idea that a capture point is an actual single building, and that you have to stand inside of it to capture it).

- Certain threshold of enemy players within certain proximity of your spawn *temporarily disables spawning* there. NO MORE SPAWN CAMPING. Every other PvP game in existence figured this out 20 years ago. If the players on the ground can dislodge the enemy, spawning is restored. Ideally this would apply to FBs and ABs too. As with most changes that this game desperately needs (just ask all the Steam players who tried and then ran away from this game), the idiotic status quo bias from old timers here would probably prevent it from happening.

- Something I really wanted when I was younger (circa ~15 years ago): The ability to customize the look of your own persistent persona in game. A little bit of choice in terms of face (optional scar, etc), uniform appearance (multiple variations, choice of camo pattern, etc). I still think this would be insanely cool, but the gameplay has been so utterly dysfunctional for so long that at this point, it would be too superficial to waste dev resources on (but it would still be cool).

- Another thing I daydreamed of when I was younger: Rounds actually penetrate some cover...so wooden walls and such. ATR rounds should be penetrating most walls, I think....and so should other small arms fire. Obviously this would apply to heavier weapons too, but ideally we'd have deformable/destroyable buildings. There was a game called "Soldner" that came out in 2004 and got a TON of hype on these forums when it was in development; amazingly, it had deformable terrain and destroyable buildings. And it wasn't some cheap visual trick; it was real. That is, your rounds would actually punch holes through buildings. Tank rounds would punch BIG holes through buildings, and parts of the building could potentially collapse.

Sadly, I think Soldner's graphics were more or less equivalent to (or even better than) WWIIOL's current graphics. Again, this was essentially a small dev team on an even smaller budget pulling it off 16 years ago.

- One more thing my younger self daydreamed of: Higher resolution terrain. By that, I'm not talking about the textures, but the ground itself. About 10-15 years ago, the Rats posted screenshots of Terrain 2.0; originally for the North Africa theater, they said they would eventually update the existing theater's terrain. So we would have something a little more realistic than flat golf courses everywhere. This was over a decade ago, so it was obviously just another false promise. But still, I'd love to see it someday (maybe another 10-15 years from now??)...

ONE MORE THING!

Vehicle vs inf scale has been off since the very beginning. There have been numerous threads where players have posted detailed evidence proving this beyond any reasonable doubt. Vehicles are too small relative to infantry. This is an unequivocal fact. Sit inside a JU-52 and that should be a clue that something is off!! Years ago, enormous amounts of evidence was required to prove this (despite CRS insistence that it wasn't true). These threads came out before the JU-52 even existed. Now you can see it for yourself just by playing Post Scriptum (where the vehicle vs inf scale is *starkly* different than what we have here).